I'm working on a simple game / fun project that I want to be largely procedurally generated. At first I started by using boxels (Similar to Minecraft, but not textured) for the terrain and it came out ...
Currently I'm working on a little project just for a bit of fun. It is a C++, WinAPI application using OpenGL. I hope it will turn into a RTS Game played on a hexagon grid and when I get the basic ...
I am currently working on a voxel terrain that uses the marching cubes algorithm for polygonizing the scalar field of voxels. I am using a triplanar texturing shader for texturing. say I have a grass ...
How did they make the terrain in trine? I think they took a polygon approach. It doesn't seem that they used a heightmap because it is in all three vectors, or a voxel method because it doesn't have ...
I'm working on a 2D platformer in XNA. One of things I'd like to be a main design characteristic is procedural content generation. The first step of that is to procedurally generate the terrain. So, ...
A few days ago I found something called voxel terrains and I think that they're pretty cool. But I don't know anything generating them. Do you model it in your modeling software or use something like ...
I have created a random height map and now i want to create rivers. I've made an algorithm based on a* to make rivers flow from peaks to sea and now i'm in the quest of figuring out an elegant ...
The immediate question is: in HLSL, how can I orient a surface normal generated in UV space so that I can apply it to a cube face? The overall project is that I'm trying to build a procedural planet ...